indie dev

Joined May 2025
It's been about a year since I fell in love with 3D pixel art. In that time I built my own engine on top of @threejs, reworked it several times, and decided it was time to make my first complete game. It's small, 5–15 minutes of play, but I went through the whole loop: from an empty scene to a finished game you can play in the browser. Meet Guardians of the Spring, a tower defense game. Hold a forest spring for 15 minutes while a ritual runs: four towers that work together, twelve waves, and a Root Golem at the end. I'd like to keep developing it, and the engine, in devlogs, if you're interested. Tell me what you'd want to see next. Play free in the browser: eddort.itch.io/guardians-of-…
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Do you think platforms like itch.io are still worth using? How are you planning to distribute your browser games?
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Can you beat all 4 bosses? A warlord with a giant axe. A 4 m turtle with a meadow on its shell. A troll on a stone bridge. A werewolf. My 3D pixel-art tower defense. Plays in your browser, free, no ads. eddort.itch.io/guardians-of-…
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It looks like pixel art, but it’s a 3D scene in @threejs. I render it at 480 px tall and scale it up with sharp edges. The camera snaps to the pixel grid every frame, so the pixels don’t shimmer when it moves.
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released the demo of my tower defense yesterday. built the world map overnight the playtest showed interest, so i plan to finish the game with 8 fully playable levels
It's been about a year since I fell in love with 3D pixel art. In that time I built my own engine on top of @threejs, reworked it several times, and decided it was time to make my first complete game. It's small, 5–15 minutes of play, but I went through the whole loop: from an empty scene to a finished game you can play in the browser. Meet Guardians of the Spring, a tower defense game. Hold a forest spring for 15 minutes while a ritual runs: four towers that work together, twelve waves, and a Root Golem at the end. I'd like to keep developing it, and the engine, in devlogs, if you're interested. Tell me what you'd want to see next. Play free in the browser: eddort.itch.io/guardians-of-…
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The first small town for my MMORPG. Making it feel alive and interesting has been a challenge. I’m still not sure I’m happy with the result, and I think there are plenty more iterations ahead.
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Every MMORPG starts with a character creator. Here's a demo of mine. You can change your body type, hairstyle, beard, and colors. Characters in my game have 12 equipment slots, so you can combine any gear you find to create your own style.
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I've always dreamed of creating my own MMORPG with the freedom to play your way. And you know what? I've started. In my game, you'll discover all kinds of unique gear, explore the world with friends, and soar above it using magical cloaks.
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experimenting with blender and astra made a small cinematic from a simple scene. the characters and animations still look rough, but i really like how the environment turned out
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blender + astra + review/polishing
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A question for those building a web-first game but planning to release it on mobile: how are you going to deal with memory limits on iOS? Engines like Godot have tools to monitor memory usage. But if you build your game with Three.js, the browser tab may simply get killed.
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experimenting with Godot
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spent the weekend reworking the UI for my game added a minimap, character preview, inventory, and quest window still a lot to improve, but i think this iteration is starting to look interesting what do you think?
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and here's how it looks in-game
early prototype of an adaptive river system the river adjusts to the terrain, and when i move the spline, the mesh and river effects rebuild automatically
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early prototype of an adaptive river system the river adjusts to the terrain, and when i move the spline, the mesh and river effects rebuild automatically
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just finished a new baking system for my browser engine it can render hundreds of unique skinned characters with stable high fps, right in the browser
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two drawings. that's the whole workflow. you draw a pixel art character, then paint a depth map on top. the editor turns it into a low poly model with topology, joints and animations, right in the browser. export glb, drop it in your engine. no blender. no retopo. no rigging
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experimenting with terrain textures testing a new city ground texture
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another demo of my castle generator now with tower generation support and multiple visual styles
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i am working on a custom 3d editor, and i built a tile-based building generator on top of it
Replying to @eddort_dev @threejs
dont tell me it is procedural
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